Jaxzar wrote:Just a small question about the alpha (changes between version 0.15 and 0.21).

I really, really liked that Goblins converted stuff into gold, and Orcs got experience. Now Goblins get experience, and Orcs are now just like humans. Or am I missing something? Seems fine the way it was before. The only reason I can think to change either one of those is to give the Goblins something more unique, since the Tinker is already kind of a goldmonger. Or was it to make gold farming more difficult? I just don't see why that particular change was made.

Maybe it's just me being stubborn and wanting to enjoy the no-cursor-craziness in v0.21 with the older system of Goblins-gold and Orcs-XP. (the cursor thing always bugged me, in fact on my old computer it actually made the game lag)

Goblins used to be even more unique: They'd generate sub-dungeons every time you converted with them

We felt that the gold generation stuff was rather useless compared to the amounts that you can earn off a successful trophy run. Gold is now useful outside dungeons as well, so it's all about what you do while playing rather than promoting the sorts of grinding that players were getting up to in the alpha. Goblins having extra xp just ended up making more sense, plus the Orcs are quite different to humans now, especially with the bonus growth after every conversion.

QCF will remain the devlog, we'll get more in-depth content there that talks about what sorts of problems we're solving and how emo we all are now... Vs the DD.net site which is 100% about the game's image, updates and news.

HelloWill we be able to import the game into steam if we have the game and will the Steam version have something special? Or will the Steam version have the same thing as the Special Edition game?Thanks

I was wondering if certain memory or calculation issues are going to be changed in the next version of the game?

Calculation-wise, at present, although you can see how much damage will be done to each combatant in the next attack on their health bars, you can't see the precise amount of damage that will be done, i.e. the exact number of points of damage that will be dealt. This is often crucial when working out how a complicated fight will work out in advance. It would be nice if the Desktop Dungeons application gave me these figures rather than me calculate them myself. Obviously, I don't expect the game to work out the entire fight for me, especially if it involves a rune such as HALPMEH, but it would be nice if it would tell me the exact amount of damage I'm dealing in a single blow, without having to +30% or -25% in my head. Especially since I can just run a calculator program in another window and have my computer do it for me anyway!

Similarly, there is one memory issue in the game, where information is clearly provided for me and yet, currently, I must record it independently of the game to keep track of it: the fighter tracks the positions of monsters which are of the same level as himself, and as he gains levels, reveals the positions of new monsters of his new level. So, it is perfectly possible for me as the player if the game to record which monsters are of which level on a piece of paper, but the game currently does not do it for me.

I was wondering if certain memory or calculation issues are going to be changed in the next version of the game?

Calculation-wise, at present, although you can see how much damage will be done to each combatant in the next attack on their health bars, you can't see the precise amount of damage that will be done, i.e. the exact number of points of damage that will be dealt. This is often crucial when working out how a complicated fight will work out in advance. It would be nice if the Desktop Dungeons application gave me these figures rather than me calculate them myself. Obviously, I don't expect the game to work out the entire fight for me, especially if it involves a rune such as HALPMEH, but it would be nice if it would tell me the exact amount of damage I'm dealing in a single blow, without having to +30% or -25% in my head. Especially since I can just run a calculator program in another window and have my computer do it for me anyway!

We're trying to figure out good ways to display numerical damage dealt/taken with the previews. When we redesign the character panel that should be in there in some form or another... Maybe just as gradiated 10s if the text is still tricky.

shteev wrote:Similarly, there is one memory issue in the game, where information is clearly provided for me and yet, currently, I must record it independently of the game to keep track of it: the fighter tracks the positions of monsters which are of the same level as himself, and as he gains levels, reveals the positions of new monsters of his new level. So, it is perfectly possible for me as the player if the game to record which monsters are of which level on a piece of paper, but the game currently does not do it for me.

I'm really not sure if we'll change that actually... Currently you just know that there's a monster there, that's what the indicator is for. There are some parts of the game that are skills, I guess.

Sawrge wrote:Will we get to see the special edition content in the beta, or is it gonna come out with the full release?

I have no idea... We'd probably need to test the Special Edition character a little before release, but maybe we'll keep that in-house because it'd be nice to surprise everyone